Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB features a GPU core speed of 600 MHz, and the 1024 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GT 430 1GB, which comes with a clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 9800 GT 1GB is 100% quicker than the GeForce GT 430 1GB overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GT 1GB will be much (approximately 200%) more effective at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 9800 GT 1GB is the winner, by a large margin. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred across the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.